Showing posts with label Paul Gresty. Show all posts
Showing posts with label Paul Gresty. Show all posts

Tuesday, February 2, 2016

The Foundling Saga - A Fighting Fantasy Fizzle


 
In 2013 Gallimard, one of the biggest publishers in France, invited Steve Jackson to the Salon du Livre, France's huge annual literary trade fair. Gallimard had been publishing Steve's books non-stop for the last 30 years; it was about time he made the guest list. I met Steve there, and pushed a copy of my gamebook Arcana Agency: the Thief of Memories into his hands. I also tried to hustle for a little writing work, even talking about some storylines for wholly original Fighting Fantasy apps. Steve was very polite and professional with me – though in retrospect, I was a bit pushy and over-eager. I'd already had a little email contact with Steve; he very kindly said it would be okay for me to send him a more fully-developed proposal. I got to work.
The proposal I ultimately sent him was for The Foundling Saga, a story taking place in Gallantaria during The War of the Five Kingdoms. I prepared a comprehensive outline, and even went so far as to create a demo of the first part of the game using Inkle's excellent Inklewriter engine. One idea I particularly liked was the notion of an app that could be played in the second person – gamebook-style, recording stats and items – or in the third person, in a more literary style. I still feel there's some merit to that idea, even given all the extra development work it entails.
Steve didn't go for the proposal. In truth, I'm not sure he really even read through it – he mentioned it would have been difficult contractually, so it probably wasn't worth a great deal of attention. Plus I got the impression the idea just didn't grab him, and he was being diplomatic. But he was very cool with me throughout. The guy's a pro, and it's a crying shame he hasn't written any gamebooks for a while now.
So I think I'm never really going to do anything with The Foundling Saga; it is now and forevermore relegated to the status of fan-fiction. Feel free to take a look at the online playable demo I prepared for The Foundling Saga, Part 1: Return to Titan. It's a nice little gamebook in its own right, I feel, copyrighted names and places notwithstanding.
Pfft. You win some, you lose some.

(Post by Paul Gresty)

Monday, December 21, 2015

Corporate Treachery Meets Otherworldly Forces in MetaHuman, Inc.


Damn. I promised myself I wouldn't do this.

It's been a while since I posted anything on Lloyd of Gamebooks. The last few posts I wrote were back in the 2015 Summer of Gamebook Kickstarters (remember those heady days?), and each one of them was to promote various interactive fiction books or apps. Oh, they were all in earnest – I really was excited about those projects. But they all came down to selling something, nonetheless.

And yet, what has always most appealed to me about this excellent blog that Stuart Lloyd has created is its, and his, honest adoration of gamebooks – the geeky fanboy element, if you will, a category under which I would also class myself. When Stuart first asked if I'd be interested in contributing to this blog, I wanted to respect that honesty – I intended my posts on Lloyd of Gamebooks to be first and foremost about discussing the gamebooks that I loved, old and new, and not merely a means of hawking my own wares. And yet, by the end of Summer 2015, I'd used this blog to do a lot of promo. It was about time I returned to my starry-eyed fanboy roots, and got back to talking about apps and gamebooks that I loved on their own merits, rather than because I had a dog in that particular race.

With that proviso in mind, I'm about to tell you how amazing my newest gamebook app is, and then I'm going to tell you where you can buy it.

It helps that I can be sincerely effusive – that I am enormously invested in this app I've been working on for about two years, which is probably the best thing I've ever written. Is it distasteful, even vulgar, for a writer to so brazenly market his or her own work? It shouldn't be. Particularly in this growing climate of ebookery and self-publishing. Particularly too in the interactive fiction sphere, which is still a niche domain, peopled by indie publishers and even indie-er writers. Oh, you can find a few giants who are still republishing Fighting Fantasy books, if you step outside the English language. But even they show no interest in breaking new ground. If we, as emerging writers, aren't prepared to market our own work, who will?

Dave Morris addressed this point in detail in an article he wrote for The Bookseller in February. Take a look. For gamebook writers especially, there are far worse people to consult for advice.

Bref, as the French say when they want to change the subject. Let's talk about MetaHuman, Inc.

MetaHuman, Inc. is an interactive fiction story in which you play as CEO of a nebulous corporation that specialises in creating Enhancements – superhuman abilities, for sale to the highest bidder. You must navigate the tribulations of the business world – recruiting and managing staff, say; prioritising Enhancement projects and building the resources necessary to handle them – while striving to raise your company's share price as high as possible. Because, should it fall too low by the end of the year, MetaHuman's shareholders won't be pleased. And they aren't the kind of preternatural beings that you want to have displeased with you.

Yes, MetaHuman, Inc. is a tale of corporate dealings and treachery. But it is also a tale of sorcerous powers and bleeding-edge technologies – and the consequences and responsibilities of integrating such modern-day miracles into your own body. As you govern the fortunes of MetaHuman Incorporated, you'll face mercenary psychics, and fiery creatures out of Arabian myth. Worst of all, when the extraterrestrial parasites known as the Surgeons attempt to gain dominion over the planet Earth, you must decide what role MetaHuman will play in repelling this incursion – or whether you wish to help the aliens, in the hope of gaining immense power.

In terms of game mechanics, Choice of Games, this app's publisher, has a track record of steering away from the clean-cut 'skills' that you would find in RPGs – 'You're good at this skill, you aren't so good at this...' – and preferring variables that reflect a degree of nuance on the player's part. And so, here you can play as a CEO displaying Ruthlessness or Compassion, one who shows a great deal of Candor or Guile. Publicly misbehave, and your company's Image will suffer, unless you can put a good spin on things. You can try to keep morale high amongst your staff – or you can bully and intimidate them into good behaviour. As mentioned, your company's Share Price is paramount, and it's a good idea to build up the Resources necessary to develop the really high-level Enhancements.

Ah yes, the Enhancements, the bread and butter of MetaHuman Incorporated. These are, essentially, superpowers-for-sale, and the key to building up a good company profile. You can direct your company towards focusing on magical or hi-tech research, Witchery or Superscience; most Enhancements fall within one domain or the other, though a few walk the line between the two extremes. In writing this game, I wanted to shy away from including 'classic' superpowers – and so you won't find super-strength, or the ability to fly listed amongst MetaHuman's potential projects. Instead, you may be able to develop Heightened Legerity, Hex of the Arc Savant, Technopathy, Psi-activator, Probability Filter, and a bunch of others. And, yes, if your company develops these abilities, you, as CEO, get first taste of the finished product.

And the game is big. It's about 260,000 words long, in total. Word count in apps can be a bit misleading – maybe 15% of that word count is coding rather than content. Plus, when comparing an app and a dead-tree book, in an app it's far easier to copy and paste a chunk of text, editing for continuity; do that, and that's a big brick of words that you have to count twice. Still, you've got maybe the equivalent of three Fighting Fantasy books crammed into this app. When you buy MetaHuman, Inc. you get your money's worth, any way you look at it.

It's an added bonus that I love, love, love the game's cover art, by Paul Guinan. My one-line brief for that was along the lines of, 'I think the app's cover should be MetaHuman's company logo – something suitably sinister.' The final cover, up at the top of this page, is really fantastic. Thanks for that, CoG, and Paul Guinan in particular.

So, I'm really proud of this game, and I wholeheartedly recommend that you take a look at it. You can play the first three chapters of the game for free right now, on the Choice of Games website. If you want to buy the game now, it's currently on sale until 4th January 2016. You'll get 40% off the regular price.

I hope you enjoy it. And, once again, please excuse me for using this space to sell my stuff.

(Post by Paul Gresty)

Wednesday, July 29, 2015

Summer of gamebook kickstarters

It is an exciting time, gamebook friends, with no less than five gamebook kickstarters this summer. So have a look at them and get your pledges ready!

I've listed the kickstarters in reverse order of finishing date because I wanted some kind of order, but couldn't decide on what would be best, so I just went with this one. Enjoy!



The Good, the Bad and the Undead

Deadline: End of August

Status: Soft launch page up.

Ashton Saylor volunteered himself to write this western based gamebook which was an idea from Dave Morris. Dave lost hope on getting it done, but now that Ashton is on board, it looks like it will LIVE! (mwahahaha). The kickstarter will launch at he beginning of August, so keep an eye on the Facebook page for the time being. You can read a demo story for it here.

There is now a soft launch page up.



The Midnight Legion: Operation Deep Sleep

Deadline: 29th August

Status: Almost $3000 backed (out of $14500)

Aaron Emmel is a writer who is producing this sci-fi gamebook series. In this book, you wake up with no memories of your previous mission, but they gradually return to you as the story unfolds. Aaron has clearly done his groundwork, using the bits he wants from Lone Wolf and Fighting Fantasy to enhance the experience. $28 gets you one book and $50 gets you three. Have a look at his fabulous book!






Alice's Nightmare in Wonderland

Deadline: 3rd August

Status: Backed

This is a project by Jonathan Green of Fighting Fantasy fame (but he has done a lot more!). In this gamebook, you guide Alice as she returns to Wonderland and you help her explore the fantastic place. £15 gets you the ebook and £20 gets you a paperback.



Fabled Lands: The Serpent King's Domain


Deadline: 3rd August

Status: Backed (a lot!)

This is Paul Gresty's second gamebook that he is writing, has put on Kickstarter and is working with the Fabled Lands crew on. If you are new to gamebooks, the Fabled Lands series was a wide open sandbox gamebook series that was originally planned to be 12 gamebooks long. Unfortunately, it only reached 6 gamebooks before being cancelled in the mid 90s (the time when gamebooks went into hibernation for almost two decades).

This project was funded in around 45 minutes, so you will be guaranteed anything you back for. A lovely book is 35 Euros (around £25), but it will be a high quality hardback. I'm looking forward to this one!

The Frankenstein Wars

Status: Finished and backed.

I am looking forward to this one. Paul Gresty (Arcana Agency) and Dave Morris (everything) have teamed up with Cubus Games to create an interactive app that is fabulous in every way - the look, the story, the sound. The original idea is Dave's - Victor Frankenstein's technology has been stolen and it has been used to create an (almost) unstoppable army. Your job is to stop it.


The project raised its target on Kickstarter in a campaign with almost as many highs and lows as the book is going to have. I've never been as gripped as I was since I watched Distrcit 9 (good film). If you did not back it, keep an eye on the project for when it comes out.

Thursday, June 25, 2015

The Frankenstein Wars - The Hard Part Is History

You could make a solid argument that it's more challenging to write good interactive fiction than good literary fiction. In a gamebook, say, all of the requirements of high-quality literature must be present - such as plot, pacing, character; those old chestnuts. And yet you have to work within a very specific form, one that emphasises the meaningful choices within the text. This creates a great big decision tree, and for practical reasons of space, you can't spend a lot of time exploring the nuances of every specific route within that tree. Sadly, that means you can't devote a lot of words to dialogue, say, or inner monologue, or exploring complex socio-political situations. Out they go.


Oh, the consequences of complex socio-political situations can stay. The great big, bloody battles, and soldiers getting smashed to smithereens - all of that stuff can make the final edit.

Fantasy settings work great in gamebooks. In a really strong fantasy setting, everything can be expressed in such a beautifully shorthand way that you have a ton of room left over for the really important stuff, such as telling a great story. Don't misunderstand me - I'm not saying that the worlds themselves are simple; far from it. A handful of gamebooks have been set in Tolkien's Middle-Earth, and that's mind-blowingly rich. In more purist gamebook terms, Joe Dever's Magnamund isn't so far behind when it comes to sheer detail. But these worlds are inspired by legends that tap into the familiar, satisfying tropes of absolute light and dark. When it comes down to it, there are guys who worship good gods, and guys who worship evil gods. A sword is a sword, a big metal helmet will stop you getting bonked on the head, and wizards are mysterious and difficult to trust.

You know which setting is even more realistic than Magnamund, or Middle-Earth?

That's right. Reality.

The Frankenstein Wars gamebook app is an ambitious project in several ways. Dave Morris's concept of the reanimated lazarans as intelligent, feeling beings is a dramatic step beyond the majority of interactive fiction that currently exists. And the guys at Cubus Games are performing technical miracles with the game - I think, in terms of visuals and gameplay, we'll be able to create something that's right up there with the Sorcery! apps, or the best of the Tin Man adaptations.

But, perhaps most challenging of all, the game will be rooted in real-life history. We hope to successfully capture the discontentment of France during the reign of Charles X, the incompetent king. This is a game that will feature a host of characters who really, truly existed - such as Marshall Ney, Ada Lovelace, Lord Blakeney, and a certain deceased (and somewhat petit) former emperor of France.

And yet this is no documentary. Make no mistake - the star of the show here is Victor Frankenstein's resurrection technology, and the world-shattering power it grants to those who possess it. The game focuses on the schism between brothers Tom and Anton Clerval, yes - but it focuses too on the schism between Britain and France, and between the living and the once-dead.

Let the big, bloody battles commence. Let the soldiers get smashed to smithereens - and let Frankenstein's technology stick them back together again afterwards.

Sound interesting? At the time of writing, The Frankenstein Wars Kickstarter is hovering at around 54%, with just a few days to go. Why not click on over that way and back the project right now?


(Post by Paul Gresty)

Sunday, June 7, 2015

Weaponising Frankenstein's Monster


The military gets to play with all the best technology before it filters down to the general public. The ironing board in your cupboard is made from heat-resistant materials originally developed for the engines of the Mirage 2000C jet fighter. Your toaster only knows when to pop up because its timer is based on the guidance system of Reagan-era Hawk anti-tank missiles. Or maybe not. I haven't done a lot of fact-checking on this. 

In the forthcoming gamebook app The Frankenstein Wars, Victor Frankenstein's resurrection technology emerges in France, in the early nineteenth century. And it is immediately seized upon for its military potential. It makes sense - what fighting force is more durable than soldiers who can be blown apart, then reassembled and resurrected, and thrown back into combat once more? The options are better yet for a general willing to mix and match the living raw materials under his command. A soldier with four arms, and two brains, will likely slaughter twice as many enemies as a regular soldier. A soldier with enlarged lungs, and three hearts, will be able to run far faster than a normal human, and shrug off injuries that might cripple or kill a lesser man. These resurrected soldiers - these lazarans - are living weapons.


There is one potential drawback: the lazarans are not mindless zombies. They are living, feeling people. Imagine yourself in the place of such a lazaran for a moment, dear reader. Perhaps you love your job, or perhaps you don't. Regardless, one morning you wake to learn that your boss has grafted an extra head to your shoulders, and given you one extra arm. He's severed your own scrawny legs, and replaced them with the brawny limbs of a champion sprinter. Not just one champion sprinter, mind - they are quite clearly mismatched in colour. All because he feels it will make you more effective in your work. How would you fight the wave of madness that such a change would surely engender? Could your husband or wife understand this transformation? How could you explain it to your parents, or your children?

The Frankenstein Wars is a tale of revolutionaries who believe that the ends justify the means - and of those who suffer for such fanaticism. In this world of murky morals, you can play as exploiter and exploited. The revolutionary Zeroistes use Frankenstein's technology to wage war against the French government and its British allies. The conflict threatens to tear apart the heart of Europe. And yet the damage to humanity's soul may be far greater still.

Sound epic? Check out The Frankenstein Wars Kickstarter project page. At the time of writing, we've just passed the 33% mark - a strong start, but still with some distance to go.


(Post by Paul Gresty)